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1/****************************************************************************
2**
3** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
4** All rights reserved.
5** Contact: Nokia Corporation ([email protected])
6**
7** This file is part of the documentation of the Qt Toolkit.
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9** $QT_BEGIN_LICENSE:FDL$
10** Commercial Usage
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13** Software or, alternatively, in accordance with the terms contained in a
14** written agreement between you and Nokia.
15**
16** GNU Free Documentation License
17** Alternatively, this file may be used under the terms of the GNU Free
18** Documentation License version 1.3 as published by the Free Software
19** Foundation and appearing in the file included in the packaging of this
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27
28/*!
29 \example statemachine/eventtransitions
30 \title Event Transitions Example
31
32 The Event Transitions example shows how to use event transitions, a
33 feature of \l{The State Machine Framework}.
34
35 \snippet examples/statemachine/eventtransitions/main.cpp 0
36
37 The \c Window class's constructors begins by creating a button.
38
39 \snippet examples/statemachine/eventtransitions/main.cpp 1
40
41 Two states, \c s1 and \c s2, are created; upon entry they will assign
42 "Outside" and "Inside" to the button's text, respectively.
43
44 \snippet examples/statemachine/eventtransitions/main.cpp 2
45
46 When the button receives an event of type QEvent::Enter and the state
47 machine is in state \c s1, the machine will transition to state \c s2.
48
49 \snippet examples/statemachine/eventtransitions/main.cpp 3
50
51 When the button receives an event of type QEvent::Leave and the state
52 machine is in state \c s2, the machine will transition back to state \c
53 s1.
54
55 \snippet examples/statemachine/eventtransitions/main.cpp 4
56
57 Next, the state \c s3 is created. \c s3 will be entered when the button
58 receives an event of type QEvent::MouseButtonPress and the state machine
59 is in state \c s2. When the button receives an event of type
60 QEvent::MouseButtonRelease and the state machine is in state \c s3, the
61 machine will transition back to state \c s2.
62
63 \snippet examples/statemachine/eventtransitions/main.cpp 5
64
65 Finally, the states are added to the machine as top-level states, the
66 initial state is set to be \c s1 ("Outside"), and the machine is started.
67
68 \snippet examples/statemachine/eventtransitions/main.cpp 6
69
70 The main() function constructs a Window object and shows it.
71
72*/
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